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Chapter 1
Moving Army's: The main struggle in in the game is moving your army. The armies of the game can move from 1 region to another in a turn. But it also depends on the time of year. In Summer an army can move through 2 provinces in a turn depending if they win the battles or if its in their empire, in Winter armies can move through a province in only 1 turn do to the harsh weather, depending on which part of the map its on.
*Winter turns affect only very cold countries. They affect Canada, Europe in general, and Siberia.
*Summer turns affect all countries.
Winter turn affects do not affect the following continents:
-Africa
-South America
These do not affect armies that move across deserts becuase there easy to mobilize and it wont be hard to find supplies for them to keep on going, but still for the following countries Summer turns stay at 1 also do to arid terrain.
-Egypt
-Algeria
-Libya
-Morroco
-Western Sahara
-Mauritania
-Sudan
-Chad
-Mali
-Tunisia
Note: In the movement map they will be highlighted in yellow representing the turns affect.
Also, turns go by 12 months representing the year by months. March, April, and May represent Spring months that have the Summer affect. June, July, and August represent summer which have the summer affect. September, October, November represent fall but have the Winter affect. And December, January, Febuary represent winter for the winter affect.
Natural Disasters: While moving your army youll encounter disasters which will make it difficult to proceed. For example crossing the alps may be life threatening and cause a moderator to invent a natural disaster event which will realistically portray the disasters affect towards your army. It will be done randomly when any Army encounters a dramatic challenge. Also disaster events could happen to your countries population through lack of growth, poevrty, etc, appointed by the moderator.
Chapter 2
Infastructures: Infastructures improve your countries economy, wealth, and stability. Each building has a certain task to preform and will certainly do it.
The Infastructure doiser includes the bottom:
Food Revenue
Food Revenue is the part of the goverment that determines population growth through production of food. Every time you improve this revenue or buy one without improvement, new population is born. Each turn your country grows in a rate according to your food production source which may be one of the following. It also needs a certain number of population to be able to continue adding new food sources.
-Communal Farm Cost: $10.00 Billion Country can grow max 100,000 people. Rate: 1,000/turn
Population needed: N/A.
-Crop Rotation Cost:$20.00 Billion Country can grow max 500,000 people. Rate: 10,000/turn
Population needed: 50,000.
-Mixed Farming Cost: $30.00 Billion Country can grow max 1,000,000 people. Rate: 50,000/turn
Population needed: 500,000
-Fertilization Cost: $40.00 Billion Country can grow max 5,000,000 people. Rate: 100,000/turn
Population needed: 1,000,000
-Extensive Cattle Production Cost: $50.00 Billion Country can grow max 10,000,000 people. Rate: 500,000/turn Population needed: 5,000,000
-Pesticides Rotation Cost: $100.00 Billion Country can grow max 50,000,000 people. Rate: 1,000,000/turn Population needed: 15,000,000
-Biological Control Cost:$500.00 Billion Country can grow max 100,000,000 people. Rate: 5,000,000/turn Population needed: 50,000,000
-Extensive Supermarket Industry Cost: $1,000.00 Billion Country can grow max 500,000,000 people. Rate: 10,000,000/turn Population needed: 100,000,000
-Genetic Food Production Cost: $5,000.00 Billion Country can grow max 1,000,000,000 people. Rate: 50,000,000/turn Population needed: 500,000,000
-Futuristic Food Production Cost: $10,000.00 Billion Country can grow infinite number of people. Rate: 100,000,000/turn Population needed: 1,000,000,000
Upkeep: This is the way of paying of or mantaining an army, or another unit to be able to still
have them. This can be used to pay armies, weapons, etc.
Technology Branch
Technology branch is the part of the goverment that is incharge of researching new technologies that can have use in the battlefield. You can have tech. by buying these infastructures automatically, but the penalty is that you must wait a few turns to finish research.
-Barracks Research time: 1 turn Cost: $5.00 Billion Researches Infantry class.
-Dockyard Research time: 4 turns Cost: $500.00 Billion Researches all Naval vessels. (Except carrier)
-Airstrip Research time: 6 turns Cost: $1000.00 Billion Researches all Aircraft.
-Tank Encampment Research time: 4 turns Cost: $500.00 Billion Researches all tanks and artillery.
-Naval Dockyard Research time: 6 turns Cost: $5000.00 Billion Researches Carrier and missle
frigate.
-Nuclear Plant Research time: 10 turns Cost: $10000.00 Billion Researches Nuclear missle.
Economic Branch
Economic branch is the part of the goverment that is incharge of bringing it profit and wealth. With this you can purchase new units and upgrades to expand your country and its authority.
-Food Market Cost: $10.00 Billion Income: $10.00 Billion/turn
-Merchants Bank Cost: $50.00 Billion Income: $20.00 Billion/turn
-Oil rig Cost: $200.00 Billion Income: $50.00 Billion/turn
-Low Industry Center Cost: $500.00 Billion Income: $100.00 Billion/turn
-Mid Industry Center Cost: $1000.00 Billion Income: $200.00 Billion/turn
-High Industry Center Cost: $2000.00 Billion Income: $500.00 Billion/turn
-Stock arket Cost: $5000.00 Billion Income: $1000.00 Billion/turn
-Futuristic Marketing Cost: $10000.00 Billion Income: $1500.00 Billion/turn
Chapter 3
Morale: This is the system used to determine the behavior of an army. It works in a manor that states "Morale is indicated by the type of battlefield, weather conditions, and Strength of the enemy". This is indicated by percentage out of 100%. The lower the morale, the more disorganized a unit is leading to more casualties. This will be determined by the admin, who will analyse the battle itself to see for this.
System: The battle system is the same of that found in the other Battleground games. You simply multiply your army strength with its att/def depending on the conditions, and take 2 digits off thus stating the number of casualties it inflicted upon the enemy.
Weather: Weather or climate affects battles dramatically due to the defender knowing the climate better then the attacker. This can lead to ambushes, or even withdrawal before the battle starts.
Moving Army's: The main struggle in in the game is moving your army. The armies of the game can move from 1 region to another in a turn. But it also depends on the time of year. In Summer an army can move through 2 provinces in a turn depending if they win the battles or if its in their empire, in Winter armies can move through a province in only 1 turn do to the harsh weather, depending on which part of the map its on.
*Winter turns affect only very cold countries. They affect Canada, Europe in general, and Siberia.
*Summer turns affect all countries.
Winter turn affects do not affect the following continents:
-Africa
-South America
These do not affect armies that move across deserts becuase there easy to mobilize and it wont be hard to find supplies for them to keep on going, but still for the following countries Summer turns stay at 1 also do to arid terrain.
-Egypt
-Algeria
-Libya
-Morroco
-Western Sahara
-Mauritania
-Sudan
-Chad
-Mali
-Tunisia
Note: In the movement map they will be highlighted in yellow representing the turns affect.
Also, turns go by 12 months representing the year by months. March, April, and May represent Spring months that have the Summer affect. June, July, and August represent summer which have the summer affect. September, October, November represent fall but have the Winter affect. And December, January, Febuary represent winter for the winter affect.
Natural Disasters: While moving your army youll encounter disasters which will make it difficult to proceed. For example crossing the alps may be life threatening and cause a moderator to invent a natural disaster event which will realistically portray the disasters affect towards your army. It will be done randomly when any Army encounters a dramatic challenge. Also disaster events could happen to your countries population through lack of growth, poevrty, etc, appointed by the moderator.
Chapter 2
Infastructures: Infastructures improve your countries economy, wealth, and stability. Each building has a certain task to preform and will certainly do it.
The Infastructure doiser includes the bottom:
Food Revenue
Food Revenue is the part of the goverment that determines population growth through production of food. Every time you improve this revenue or buy one without improvement, new population is born. Each turn your country grows in a rate according to your food production source which may be one of the following. It also needs a certain number of population to be able to continue adding new food sources.
-Communal Farm Cost: $10.00 Billion Country can grow max 100,000 people. Rate: 1,000/turn
Population needed: N/A.
-Crop Rotation Cost:$20.00 Billion Country can grow max 500,000 people. Rate: 10,000/turn
Population needed: 50,000.
-Mixed Farming Cost: $30.00 Billion Country can grow max 1,000,000 people. Rate: 50,000/turn
Population needed: 500,000
-Fertilization Cost: $40.00 Billion Country can grow max 5,000,000 people. Rate: 100,000/turn
Population needed: 1,000,000
-Extensive Cattle Production Cost: $50.00 Billion Country can grow max 10,000,000 people. Rate: 500,000/turn Population needed: 5,000,000
-Pesticides Rotation Cost: $100.00 Billion Country can grow max 50,000,000 people. Rate: 1,000,000/turn Population needed: 15,000,000
-Biological Control Cost:$500.00 Billion Country can grow max 100,000,000 people. Rate: 5,000,000/turn Population needed: 50,000,000
-Extensive Supermarket Industry Cost: $1,000.00 Billion Country can grow max 500,000,000 people. Rate: 10,000,000/turn Population needed: 100,000,000
-Genetic Food Production Cost: $5,000.00 Billion Country can grow max 1,000,000,000 people. Rate: 50,000,000/turn Population needed: 500,000,000
-Futuristic Food Production Cost: $10,000.00 Billion Country can grow infinite number of people. Rate: 100,000,000/turn Population needed: 1,000,000,000
Upkeep: This is the way of paying of or mantaining an army, or another unit to be able to still
have them. This can be used to pay armies, weapons, etc.
Technology Branch
Technology branch is the part of the goverment that is incharge of researching new technologies that can have use in the battlefield. You can have tech. by buying these infastructures automatically, but the penalty is that you must wait a few turns to finish research.
-Barracks Research time: 1 turn Cost: $5.00 Billion Researches Infantry class.
-Dockyard Research time: 4 turns Cost: $500.00 Billion Researches all Naval vessels. (Except carrier)
-Airstrip Research time: 6 turns Cost: $1000.00 Billion Researches all Aircraft.
-Tank Encampment Research time: 4 turns Cost: $500.00 Billion Researches all tanks and artillery.
-Naval Dockyard Research time: 6 turns Cost: $5000.00 Billion Researches Carrier and missle
frigate.
-Nuclear Plant Research time: 10 turns Cost: $10000.00 Billion Researches Nuclear missle.
Economic Branch
Economic branch is the part of the goverment that is incharge of bringing it profit and wealth. With this you can purchase new units and upgrades to expand your country and its authority.
-Food Market Cost: $10.00 Billion Income: $10.00 Billion/turn
-Merchants Bank Cost: $50.00 Billion Income: $20.00 Billion/turn
-Oil rig Cost: $200.00 Billion Income: $50.00 Billion/turn
-Low Industry Center Cost: $500.00 Billion Income: $100.00 Billion/turn
-Mid Industry Center Cost: $1000.00 Billion Income: $200.00 Billion/turn
-High Industry Center Cost: $2000.00 Billion Income: $500.00 Billion/turn
-Stock arket Cost: $5000.00 Billion Income: $1000.00 Billion/turn
-Futuristic Marketing Cost: $10000.00 Billion Income: $1500.00 Billion/turn
Chapter 3
Morale: This is the system used to determine the behavior of an army. It works in a manor that states "Morale is indicated by the type of battlefield, weather conditions, and Strength of the enemy". This is indicated by percentage out of 100%. The lower the morale, the more disorganized a unit is leading to more casualties. This will be determined by the admin, who will analyse the battle itself to see for this.
System: The battle system is the same of that found in the other Battleground games. You simply multiply your army strength with its att/def depending on the conditions, and take 2 digits off thus stating the number of casualties it inflicted upon the enemy.
Weather: Weather or climate affects battles dramatically due to the defender knowing the climate better then the attacker. This can lead to ambushes, or even withdrawal before the battle starts.